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Pretty sure it does. I actually got time to test out using EX spit to open up elbow whiffs...the range on it is HUGE. I never really realized it went that far. And the pushback is really sufficient to get to that elbow range. Also, the move isn't 100% instant...there's a little delay from max range, and it's noticable and the move has no noticable extra recovery on block than it does on whiff...which means there's likely even more advantage based on when it hits.

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Tested it out yesterday, On hit 124 into ex spit does not open up enough space for a whiff dash. You'd have to take a step back which would negate the +3 advantage. Blah. 124 on block however is perfect distance for an instant d4 which can turn out to be very useful in block strings.

ive been messing around with d4 ffb like you sad rap.. its pretty good mixup option. its pretty damn hard to consistently pull off online but many times the person will let go of hold for a 29% combo.. also decent anti air

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Yeah if you are using a pad its very tough to pull off at least for me. I'm still working on playing with a stick which isn't coming along to well. It would probably be an easier switch to use a Hitbox because the directions are still buttons, rather than a movement.

Are you sure you're doing it fast enough? Because considering EX elbow is +5 on block, another elbow can be jumped out of, so jumps go airborne on the first frame for sure, and it can't be jumped out of, so I can't imagine you'll be able to clone immediately after.

after acid hand or d4 acid hand have you guys tried triple dashing to the point where you are at the perfect distance to start a 321? ive been practicing and works pretty well but the dashes have to be timed pretty precisely

So I've been messing with reptile again and wanted to try some new things after reading his updated frame data. Anyway I'd like to know what you guys think about any of this stuff.

122 xx EX ball is +2 puts you at a nice range where the tip of D+4 (12f), F+2 B+1 (15f) and B+1 (15f) all connect. I feel like it's pretty safe to be able to throw any of those out after the blocked EX ball because of the range. It's not exactly guaranteed pressure but outside of fast armored moves I'm not sure how many really threatening normals could interrupt it.

The best option is probably D+4 because it's the fastest and can be canceled into invis, green hand or force ball. Plus D+4 is fucking +20 on hit. It's something I want to try against actual people and see how it works out. I know he has the option of EX dash that gives you +5 but you are directly in there face after it.

3. EX elbow is extremely important for dealing with that dead zone of Reptile's, and is overall his best footsies option. The threat of being in elbow's range now switches, because if you don't react on the blocked EX elbow, it's +5 and you're in (I know Reptile's better normals are too slow to take advantage of this, but +5 is still good). If you get hit, you lost 17%, are knocked down, and Reptile is pretty much still in. Essentially, from maximum EX elbow distance, you are capable of getting in for pressure in a time span of 13 frames using something that has a fairly generous hitbox that goes active on the 6th frame. That's too important. Yes, you can be punished for using this, but you have to be scouting it basically to deal with it. Combine it with invisibility, and yeah...it just gets pretty funny.

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Just wanted to say I found a great follow up for ex elbow dash is is d3 acid hand, yer opponent can't poke out of it, and they get put full screen which let's you get fb's out. If they start trying to do cross subs after the d3 you can njp and get a full combo I still haven't found anything for jump backs yet but I'm working on it. also if you still want to get a combo after d3 acid and you can do ex acid hand and still get a combo. you would however be burning 2 bars of meter.

I love reading this back and forth of ideas. It helps me get an idea of what to expect... and also has made the character crazy good. My question... doesn't SZ kind of shut down some of these huge meter options? After a few exDashes... its not hard to get a clone out on the return. It isn't easy either... but do you fear it happening? Or do you just take that chance?

I love reading this back and forth of ideas. It helps me get an idea of what to expect... and also has made the character crazy good. My question... doesn't SZ kind of shut down some of these huge meter options? After a few exDashes... its not hard to get a clone out on the return. It isn't easy either... but do you fear it happening? Or do you just take that chance?

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Sz isn't usually a character I'm trying to rushdown unless I sniff out an iceball and combo punish it really. I rarely use ex elbow dash on him, but its something I'm aware of, sz kind of takes away reptile's rushdown in a lot of ways. I found out that if I do the reset and ex elbow dash that he can get me with a clone because elbow is at max range which is 12 frames take away the 8 frames of advantage and that gives sz time to get out a clone. So to answer the question, no because I don't generally play the match up that way, I react to subzero not the other way around, unless I'm full screen in which case I just throw projectiles out.

Good stuff. Ex spit is under used in my opinion. I've been trying to us it more. It's like a safer Sektor flame, it cuts off so much off the screen.

Sent from my Desire HD using Tapatalk

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I almost always start matches with it to get that free meter. the only things you're a poet can do our use armored moves if they have one, slide if they have one, or just block, which ex spit is plus 3 on block so you get a free elbow dash. oh also fast advancing specials can stop it.

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Can't you be full comboed after d3 trying to link acid hand? On block +3 giving the opponent 24 frames to do whatever they want? Even on hit its +13 giving the opponent 14 frames to punish? This is similar to kitanas d1 into cutter where she can be full comboed after d1.

I love reading this back and forth of ideas. It helps me get an idea of what to expect... and also has made the character crazy good. My question... doesn't SZ kind of shut down some of these huge meter options? After a few exDashes... its not hard to get a clone out on the return. It isn't easy either... but do you fear it happening? Or do you just take that chance?

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Sub pretty much takes away Reptile's up-close pressure, as well as his advancing options due to clone.

That's why Reptile doesn't play Sub offensively. The zoning game is more neutral, but there's a smaller reward on Sub's end.

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